 | AssetDropper: Asset Extraction via Diffusion Models with Reward-Driven Optimization | | |
 | MoVer: Motion Verification for Motion Graphics Animations | | |
 | EditDuet: A Multi-Agent System for Video Non-Linear Editing | | |
 | Order Matters: Learning Element Ordering for Graphic Design Generation | | |
 | DesignManager: An Agent-Powered Copilot for Designers to Integrate AI Design Tools into Creative Workflows | | |
 | Hybrid Tours: A Clip-based System for Authoring Long-take Touring Shots | | |
 | Multi-Dimensional Procedural Wave Noise | | |
 | Neurally Integrated Finite Elements for Differentiable Elasticity on Evolving Domains | | |
 | Lightning-fast Boundary Element Method | | |
 | Monte Carlo PDE simulation in participating media | | |
 | Conformal First Passage for Epsilon-free Walk-on-Spheres | | |
 | Guiding-Based Importance Sampling for Walk on Stars | | |
 | Motion Inversion for Video Customization | | |
 | GaVS: 3D-Grounded Video Stabilization via Temporally-Consistent Local Reconstruction and Rendering | | |
 | Nested Attention: Semantic-aware Attention Values for Concept Personalization | | |
 | TokenVerse: Versatile Multi-concept Personalization in Token Modulation Space | | |
 | Dynamic Concepts Personalization from Single Videos | | |
 | FlexiAct: Towards Flexible Action Control in Heterogeneous Scenarios | | |
 | Adaptive Phase-Field-FLIP for Very Large Scale Two-Phase Fluid Simulation | | |
 | Fast Subspace Fluid Simulation with a Temporally-Aware Basis | | |
 | Gaussian Fluids: A Grid-Free Fluid Solver based on Gaussian Spatial Representation | | |
 | Quadtree Tall Cells for Eulerian Liquid Simulation | | |
 | A Neural Particle Level Set Method for Dynamic Interface Tracking | | |
 | Motion Control via Metric-Aligning Motion Matching | | |
 | AutoKeyframe: Autoregressive Keyframe Generation for Human Motion Synthesis and Editing | | |
 | Kinematic Motion Retargeting for Contact-Rich Anthropomorphic Manipulations | | |
 | AnyTop: Character Animation Diffusion with Any Topology | | |
 | Advancing GPU IPC for Stiff Affine-Deformable Simulation | | |
 | JGS2: Near Second-order Converging Jacobi/Gauss-Seidel for GPU Elastodynamics | | |
 | Hyper-Dimensional Deformation Simulation | | |
 | Transformer IMU Calibrator: Dynamic On-body IMU Calibration for Inertial Motion Capture | | |
 | A Platform for Interactive AI Character Experiences | | |
 | Learning to Draw Is Learning to See: Analyzing Eye Tracking Patterns for Assisted Observational Drawing | | |
 | HOIGaze: Gaze Estimation During Hand-Object Interactions in Extended Reality Exploiting Eye-Hand-Head Coordination | | |
 | ForceGrip: Reference-Free Curriculum Learning for Realistic Grip Force Control in VR Hand Manipulation | | |
 | VirCHEW Reality: On-Face Kinesthetic Feedback for Enhancing Food-Intake Experience in Virtual Reality | | |
 | Splat and Replace: 3D Reconstruction with Repetitive Elements | | |
 | SpotLessSplats: Ignoring Distractors in 3D Gaussian Splatting | | |
 | Radiance Surfaces: Optimizing Surface Representations with a 5D Radiance Field Loss | | |
 | Echoes of the Coliseum: Towards 3D Live streaming of Sports Events | | |
 | NeST: Neural Stress Tensor Tomography by leveraging 3D Photoelasticity | | |
 | Revisiting Tradition and Beyond: A Customized Bilateral Filtering Framework for Point Cloud Denoising | | |
 | A Closest Point Method for PDEs on Manifolds with Interior Boundary Conditions for Geometry Processing | | |
 | A Divide-and-Conquer Approach for Global Orientation of Non-Watertight Scene-Level Point Clouds with 0-1 Integer Optimization | | |
 | Faraday Cage Estimation of Normals for Point Clouds and Ribbon Sketches | | |
 | A Polyhedral Construction of Empty Spheres in Discrete Distance Fields | | |
 | Variable Shared Template for Consistent Non-rigid ICP | | |
 | Physics-inspired Estimation of Optimal Cloth Mesh Resolution | | |
 | Automated Task Scheduling for Cloth and Deformable Body Simulations in Heterogeneous Computing Environments | | |
 | High-performance CPU Cloth Simulation Using Domain-decomposed Projective Dynamics | | |
 | Real-Time Knit Deformation and Rendering | | |
 | Progressive Dynamics++: A Framework for Stable, Continuous, and Consistent Animation Across Resolution and Time | | |
 | Lifting the Winding Number: Precise Discontinuities in Neural Fields for Physics Simulation | | |
 | Light Pipe Holographic Display: Bandwidth-preserved Kaleidoscopic Guiding for AR Glasses | | |
 | HoloChrome: Polychromatic Illumination for Speckle Reduction in Holographic Near-Eye Displays | | |
 | Noise-Coded Illumination for Forensic and Photometric Video Analysis | | |
 | Collaborative On-Sensor Array Cameras | | |
 | A Monte Carlo Rendering Framework for Simulating Optical Heterodyne Detection | | |
 | Gaussian Wave Splatting for Computer-Generated Holography | | |
 | Facial Appearance Capture at Home with Patch-Level Reflectance Prior | | |
 | Text-based Animatable 3D Avatars with Morphable Model Alignment | | |
 | LAM: Large Avatar Model for One-shot Animatable Gaussian Head | | |
 | SOAP: Style-Omniscient Animatable Portraits | | |
 | 3DGH: 3D Head Generation with Composable Hair and Face | | |
 | Facial Microscopic Structures Synthesis from a Single Unconstrained Image | | |
 | NAM: Neural Adjoint Maps for refinement of shape correspondences | | |
 | GenAnalysis: Joint Shape Analysis by Learning Man-Made Shape Generators with Deformation Regularizations | | |
 | MASH: Masked Anchored SpHerical Distances for 3D Shape Representation and Generation | | |
 | Unsupervised Decomposition of 3D Shapes into Expressive and Editable Extruded Profile Primitives | | |
 | OctGPT: Octree-based Multiscale Autoregressive Models for 3D Shape Generation | | |
 | BANG: Dividing 3D Assets via Generative Exploded Dynamics | | |
 | Becoming Space: Exploring Agential Materiality Through AI-Generated Metamorphosis in Artistic Practice | Arts & Design New Technologies Research & Education | |
 | Floating Strokes: A Spatial Interpretation and Modeling Method of Chinese Calligraphy | Arts & Design New Technologies Production & Animation Art Modeling Spatial Computing | |
 | wave2weave: A Procedural Weave Data Generation | | |
 | Digital Crazing: Applying Quadtree Structures to Simulate Time and Human Intervention | Arts & Design Gaming & Interactive New Technologies Research & Education Art Computer Vision Dynamics Education Image Processing Modeling Simulation | |
 | Spherical Lighting with Spherical Harmonics Hessian | | |
 | Guided Lens Sampling for Efficient Monte Carlo Circle-of-Confusion Rendering | | |
 | Bernstein Bounds for Caustics | | |
 | Reservoir Splatting for Temporal Path Resampling and Motion Blur | | |
 | Kernel Predicting Neural Shadow Maps | | |
 | Stroke Transfer for Participating Media | | |
 | Modeling and Rendering Glow Discharge | | |
 | Painting with 3D Gaussian Splat Brushes | | |
 | What is HDR? Perceptual Impact of Luminance and Contrast in Immersive Displays | | |
 | FaceExpressions-70k: A Dataset of Perceived Expression Differences | | |
 | A Deep Learning-based Virtual Oculoplastic Surgery Simulator | | |
 | Towards Understanding Depth Perception in Foveated Rendering | | |
 | QUASAR: Quad-based Adaptive Streaming And Rendering | | |
 | VR-Doh: Hands-on 3D Modeling in Virtual Reality | | |
 | Shape Space Spectra | | |
 | Discrete Torsion of Connection Forms on Simplicial Meshes | | |
 | Designing 3D Anisotropic Frame Fields with Odeco Tensors | | |
 | Piecewise Ruled Approximation for Freeform Mesh Surfaces | | |
 | Meschers: Geometry Processing of Impossible Objects | | |
 | End-to-end Surface Optimization for Light Control | | |
 | Patch-Grid: An Efficient and Feature-Preserving Neural Implicit Surface Representation | | |
 | Fast Physics-Based Modeling of Knots and Ties using Templates | | |
 | Intersection-Free Garment Retargeting | | |
 | Rags2Riches: Computational Garment Reuse | | |
 | GarmentImage: Raster Encoding of Garment Sewing Patterns with Diverse Topologies | | |
 | Dress-1-to-3: Single Image to Simulation-Ready 3D Outfit with Diffusion Prior and Differentiable Physics | | |
 | Single View Garment Reconstruction Using Diffusion Mapping Via Pattern Coordinates | | |
 | Discipline Together with the Self in Kendo: Exploring "Qi" through Mixed Reality and Autoethnography | Arts & Design Gaming & Interactive Art Augmented Reality Digital Twins Games Virtual Reality | |
 | Reimagining Beckett’s Not I in Virtual Reality: The MetaHuman as a Digital Double of the Actor | Arts & Design Production & Animation Research & Education Art Audio Digital Twins Education Performance Virtual Reality | |
 | PoeSpin: A Human-AI Dance to Poetry System for Movement-Based Verse Generation | Arts & Design Gaming & Interactive New Technologies Production & Animation Research & Education Animation Art Artificial Intelligence/Machine Learning Capture/Scanning Digital Twins Display Dynamics Ethics and Society Generative AI Performance Real-Time Spatial Computing | |
 | in(A)n(I)mate - AI-Mediated Conversations with Inanimate Objects | Animation Art Artificial Intelligence/Machine Learning Computer Vision Ethics and Society Games Generative AI Performance Real-Time | |
 | Multi Layered Autonomy and AI Ecologies in Robotic Art Installations | Art Artificial Intelligence/Machine Learning Physical AI Robotics Simulation | |
 | RenderFormer: Transformer-based Neural Rendering of Triangle Meshes with Global Illumination | | |
 | WishGI: Lightweight Static Global Illumination Baking via Spherical Harmonics Fitting | | |
 | Dual-Band Feature Fusion for Neural Global Illumination with Multi-Frequency Reflections | | |
 | Gaussian Compression for Precomputed Indirect Illumination | | |
 | Segment-based Light Transport Simulation | | |
 | Neural Importance Sampling of Many Lights | | |
 | xADA: Controllable and Expressive Audio-Driven Animation | Not Livestreamed Not Recorded | |
 | DuetGen: Music Driven Two-Person Dance Generation via Hierarchical Masked Modeling | | |
 | ELGAR: Expressive Cello Performance Motion Generation for Audio Rendition | | |
 | Motion-example-controlled Co-speech Gesture Generation Leveraging Large Language Models | | |
 | Semantically Consistent Text-to-Motion with Unsupervised Styles | | |
 | Sketch2Anim: Towards Transferring Sketch Storyboards into 3D Animation | | |
 | On Planar Shape Interpolation With Logarithmic Metric Blending | | |
 | Closed-form Generalized Winding Numbers of Rational Parametric Curves for Robust Containment Queries | | |
 | Variational Green and Biharmonic Coordinates for 2D Polynomial Cages | | |
 | Polynomial 2D Biharmonic Coordinates for High-order Cages | | |
 | Flexible 3D Cage-based Deformation via Green Coordinates on Bézier Patches | | |
 | CageNet: A Meta-Framework for Learning on Wild Meshes | | |
 | CineMaster: A 3D-Aware and Controllable Framework for Cinematic Text-to-Video Generation | | |
 | MotionCanvas: Cinematic Shot Design with Controllable Image-to-Video Generation | | |
 | Diffusion as Shader: 3D-aware Video Diffusion for Versatile Video Generation Control | | |
 | Mobius: Text to Seamless Looping Video Generation via Latent Shift | | |
 | LayerFlow: A Unified Model for Layer-aware Video Generation | | |
 | Interspatial Attention for Efficient 4D Human Video Generation | | |
 | Generative Video Matting | Not Livestreamed Not Recorded | |
 | Speculative AI Re-enactment of the Figurists' Encounters With the I Ching | Art Artificial Intelligence/Machine Learning | |
 | Algorithmic Miner: Humanity in Service - An AI-Driven VR Journey into Machine Logic | Arts & Design Gaming & Interactive | |
 | Digital F(r)ictions: Reimagining Colombian Art and its Territory | Arts & Design Research & Education Art Artificial Intelligence/Machine Learning Digital Twins Generative AI | |
 | Talking to the Midnight Broadcast: Reviving 1990s City Memories with AI | Arts & Design New Technologies Research & Education Art Artificial Intelligence/Machine Learning Audio Digital Twins Ethics and Society Generative AI Real-Time | |
 | Image-space Adaptive Sampling for Fast Inverse Rendering | | |
 | James-Stein Gradient Combiner for Inverse Monte Carlo Rendering | | |
 | Unbiased Differential Visibility Using Fixed-Step Walk-on-Spherical-Caps And Closest Silhouettes | | |
 | Moment Bounds are Differentiable: Efficiently Approximating Measures in Inverse Rendering | | |
 | Quadric-Based Silhouette Sampling for Differentiable Rendering | | |
 | Differentiable Geometric Acoustic Path Tracing using Time-Resolved Path Replay Backpropagation | | |
 | Stable-Makeup: When Real-World Makeup Transfer Meets Diffusion Model | | |
 | FashionComposer: Compositional Fashion Image Generation | | |
 | ReStyle3D: Scene-Level Appearance Transfer with Semantic Correspondences | | |
 | 3D Stylization via Large Reconstruction Model | | |
 | Style Customization of Text-to-Vector Generation with Image Diffusion Priors | | |
 | Cobra: Efficient Line Art COlorization with BRoAder References | | |
 | IMLS-Splatting: Efficient Mesh Reconstruction from Multi-view Images via Point Representation | | |
 | Spline Deformation Field | Not Livestreamed Not Recorded | |
 | Stochastic Preconditioning for Neural Field Optimization | | |
 | Diffusing Winding Gradients (DWG): A Parallel and Scalable Method for 3D Reconstruction from Unoriented Point Clouds | | |
 | Variational Surface Reconstruction Using Natural Neighbors | | |
 | CAST: Component-Aligned 3D Scene Reconstruction from an RGB Image | | |
 | ANIME-Rod: Adjustable Nonlinear Isotropic Materials for Elastic Rods | | |
 | Stable Cosserat Rods | | |
 | Fast But Accurate: A Real-Time Hyperelastic Simulator with Robust Frictional Contact | | |
 | Optimal r-Adaptive In-Timestep Remeshing for Elastodynamics | | |
 | Variational Elastodynamic Simulation | | |
 | Augmented Vertex Block Descent | | |
 | Synedelica: Mixed Reality Reimagined | Arts & Design Gaming & Interactive Art Audio Augmented Reality Real-Time Spatial Computing Virtual Reality | |
 | Hyborg Agency: Fostering AI Agents Through Community Conversations in a Digital Forest | Arts & Design Gaming & Interactive New Technologies Artificial Intelligence/Machine Learning Games Generative AI | |
 | Learning to Move, Learning to Play, Learning to Animate: a Multimedia Exploration of the More-than-human Intelligence | Arts & Design New Technologies Art Artificial Intelligence/Machine Learning Audio Digital Twins Generative AI Performance Real-Time Robotics | |
 | The Posthumous World: Our selves, Our Bodies and a World that Will Continue Without Us | Arts & Design Production & Animation Research & Education Animation Art Digital Twins Modeling Scientific Visualization Simulation | |
 | CLR-Wire: Towards Continuous Latent Representations for 3D Curve Wireframe Generation | | |
 | PDT: Point Distribution Transformation with Diffusion Models | | |
 | RELATE3D: REfocusing Latent Adapter for Targeted local Enhancement and Editing in 3D Generation | | |
 | Drag Your Gaussian: Effective Drag-Based Editing with Score Distillation for 3D Gaussian Splatting | | |
 | CMD: Controllable Multiview Diffusion for 3D Editing and Progressive Generation | | |
 | SwiftSketch: A Diffusion Model for Image-to-Vector Sketch Generation | | |
 | Fluid Simulation on Vortex Particle Flow Maps | | |
 | Clebsch Gauge Fluid on Particle Flow Maps | | |
 | Cirrus: Adaptive Hybrid Particle-Grid Flow Maps on GPU | | |
 | Leapfrog Flow Maps for Real-Time Fluid Simulation | | |
 | Fluid Simulation on Compressible Flow Maps | | |
 | EDGE: Epsilon-Difference Gradient Evolution for Buffer-Free Flow Maps | | |
 | Sobol' Sequences with Guaranteed-Quality 2D Projections | | |
 | Correct your balance heuristic: Optimizing balance-style multiple importance sampling weights | | |
 | Histogram Stratification for Spatio-Temporal Reservoir Sampling | | |
 | Multiple Importance Reweighting for Path Guiding | | |
 | Vector-Valued Monte Carlo Integration Using Ratio Control Variates | | |
 | Practical Stylized Nonlinear Monte Carlo Rendering | | |
 | Learning to Assemble with Alternative Plans | | |
 | AMOR: Adaptive Character Control through Multi-Objective Reinforcement Learning | Not Livestreamed Not Recorded | |
 | Designing Pin-pression Gripper and Learning its Dexterous Grasping with Online In-hand Adjustment | | |
 | CueTip: An Interactive and Explainable Physics-aware Pool Assistant | | |
 | Creating Fluid-Interactive Virtual Agents by an Efficient Simulator with Local-domain Control | | |
 | Aerial Path Online Planning for Urban Scene Updation | | |
 | Model See Model Do: Speech-Driven Facial Animation with Style Control | | |
 | Tiny is not small enough: High quality, low-resource facial animation models through hybrid knowledge distillation | | |
 | StreamME: Simplify 3D Gaussian Avatar within Live Stream | | |
 | ScaffoldAvatar: High-Fidelity Gaussian Avatars with Patch Expressions | Not Livestreamed Not Recorded | |
 | SqueezeMe: Mobile-Ready Distillation of Gaussian Full-Body Avatars | | |
 | Transforming Unstructured Hair Strands into Procedural Hair Grooms | | |
 | Be Decisive: Noise-Induced Layouts for Multi-Subject Generation | | |
 | Cora: Correspondence-aware image editing using few step diffusion | | |
 | IntrinsicEdit: Precise generative image manipulation in intrinsic space | | |
 | 3D-Fixup: Advancing Photo Editing with 3D Priors | | |
 | MonetGPT: Solving Puzzles Enhances MLLMs’ Image Retouching Skills | | |
 | PartEdit: Fine-Grained Image Editing using Pre-Trained Diffusion Models | | |
 | Instance Segmentation of Scene Sketches Using Natural Image Priors | | |
 | Power-Linear Polar Directional Fields | | |
 | NeurCross: A Neural Approach to Computing Cross Fields for Quad Mesh Generation | | |
 | Field Smoothness-Controlled Partition for Quadrangulation | | |
 | Feature-Aligned Parametrization in Penner Coordinates | | |
 | Rectangular Surface Parameterization | | |
 | Divide-and-Conquer Embedding | | |
 | 3DGS2: Near Second-order Converging 3D Gaussian Splatting | | |
 | FLoD: Integrating Flexible Level of Detail into 3D Gaussian Splatting for Customizable Rendering | | |
 | Virtualized 3D Gaussians: Flexible Cluster-based Level-of-Detail System for Real-Time Rendering of Composed Scenes | | |
 | Don’t Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Media | | |
 | When Gaussian Meets Surfel: Ultra-fast High-fidelity Radiance Field Rendering | | |
 | Deformable Beta Splatting | | |
 | Image-GS: Content-Adaptive Image Representation via 2D Gaussians | | |
 | BrepDiff: Single-Stage B-rep Diffusion Model | | |
 | Boolean Operation for CAD Models Using a Hybrid Representation | | |
 | PS-CAD: Local Geometry Guidance via Prompting and Selection for CAD Reconstruction | | |
 | Stitch-A-Shape: Bottom-up Learning for B-Rep Generation | | |
 | DeFillet: Detection and Removal of Fillet Regions in Polygonal CAD Models | | |
 | HoLa: B-Rep Generation using a Holistic Latent Representation | | |
 | Physically Controllable Relighting of Photographs | | |
 | LightLab: Controlling Light Sources in Images with Diffusion Models | | |
 | Spatiotemporally Consistent Indoor Lighting Estimation with Diffusion Priors | | |
 | GSHeadRelight: Fast Relightability for 3D Gaussian Head Synthesis | | |
 | Practical Inverse Rendering of Textured and Translucent Appearance | | |
 | LayerPano3D: Layered 3D Panorama for Hyper-Immersive Scene Generation | | |
 | Linear-Time Transport with Rectified Flows | | |
 | Accelerated Gamut Discovery via Massive Parallelization | | |
 | Adaptive Algebraic Reuse of Reordering in Cholesky Factorizations with Dynamic Sparsity Patterns | | |
 | MiSo: A DSL for robust and efficient MINIMIZE and SOLVE problems | | |
 | MGPBD: A Multigrid Accelerated Global XPBD Solver | | |
 | RigAnything: Template-Free Autoregressive Rigging for Diverse 3D Assets | | |
 | One Model to Rig Them All: Diverse Skeleton Rigging with UniRig | | |
 | Anymate: A Dataset and Baselines for Learning 3D Object Rigging | | |
 | Multi-Person Interaction Generation from Two-Person Motion Priors | | |
 | Large-Scale Multi-Character Interaction Synthesis | | |
 | SkillMimic-V2: Learning Robust and Generalizable Interaction Skills from Sparse and Noisy Demonstrations | | |
 | Splat4D: Diffusion-Enhanced 4D Gaussian Splatting for Temporally and Spatially Consistent Content Creation | | |
 | 4D Gaussian Videos with Motion Layering | | |
 | Photoreal Scene Reconstruction from an Egocentric Device | | |
 | On-the-fly Reconstruction for Large-Scale Novel View Synthesis from Unposed Images | | |
 | Monocular Online Reconstruction with Enhanced Detail Preservation | | |
 | TransparentGS: Fast Inverse Rendering of Transparent Objects with Gaussians | | |
 | pOps: Photo-Inspired Diffusion Operators | | |
 | Generating Past and Future in Digital Painting Processes | | |
 | Pocket Time-Lapse | | |
 | InstanceGen: Image Generation with Instance-level Instructions | | |
 | IP-Prompter: Training-Free Theme-Specific Image Generation via Dynamic Visual Prompting | | |
 | DreamMask: Boosting Open-vocabulary Panoptic Segmentation with Synthetic Data | | |
 | IP-Composer: Semantic Composition of Visual Concepts | | |
 | MIND: Microstructure INverse Design with Generative Hybrid Neural Representation | | |
 | Neural Co-Optimization of Structural Topology, Manufacturable Layers, and Path Orientations for Fiber-Reinforced Composites | | |
 | Data-Efficient Discovery of Hyperelastic TPMS Metamaterials with Extreme Energy Dissipation | | |
 | Inverse Design of Discrete Interlocking Materials with Desired Mechanical Behavior | | |
 | Asymptotic analysis and design of linear elastic shell lattice metamaterials | | |
 | Computational Modeling of Gothic Microarchitecture | | |
 | Color Matching and Biomimicry for Multi-material Dental 3D Printing | | |
 | Policy-Space Diffusion for Physics-Based Character Animation | | |
 | MAGNET: Muscle Activation Generation Networks for Diverse Human Movement | | |
 | PARC: Physics-based Augmentation with Reinforcement Learning for Character Controllers | | |
 | PhysicsFC: Learning User-Controlled Skills for a Physics-Based Football Player Controller | | |
 | ViSA: Physics-based Virtual Stunt Actors for Ballistic Stunts | | |
 | PLT: Part-Wise Latent Tokens as Adaptable Motion Priors for Physically Simulated Characters | | |
 | Diffuse-CLoC: Guided Diffusion for Physics-based Character Look-ahead Control | | |
 | MaterialPicker: Multi-Modal DiT-Based Material Generation | | |
 | MatCLIP: Light- and Shape-Insensitive Assignment of PBR Material Models | | |
 | Predicting Fabric Appearance Through Thread Scattering and Inversion | | |
 | Position-Normal Manifold for Efficient Glint Rendering on High-Resolution Normal Maps | | |
 | A Fluorescent Material Model for Non-Spectral Editing & Rendering | | |
 | A Fully-statistical Wave Scattering Model for Heterogeneous Surfaces | | |
 | A Fast Parallel Median Filtering Algorithm Using Hierarchical Tiling | | |
 | Fast Isotropic Median Filtering | | |
 | High-Fidelity Novel View Synthesis via Splatting-Guided Diffusion | Not Livestreamed Not Recorded | |
 | Compensating Spatiotemporally Inconsistent Observations for Online Dynamic 3D Gaussian Splatting | | |
 | DAM-VSR: Disentanglement of Appearance and Motion for Video Super-Resolution | | |
 | DC-VSR: Spatially and Temporally Consistent Video Super-Resolution with Video Diffusion Prior | | |
 | Dynamic Mesh Processing on the GPU | | |
 | Stochastic Barnes-Hut Approximation for Fast Summation on the GPU | | |
 | Fast Determination and Computation of Self-intersections for NURBS Surfaces | | |
 | Sphere Carving: Bounding Volumes for Signed Distance Fields | | |
 | In Search of Empty Spheres: 3D Apollonius Diagrams on GPU | | |
 | UltraMeshRenderer: Efficient Structure and Management of GPU Out-of-core Memory for Real-time Rendering of Gigantic 3D Meshes | | |
 | GAIA: Generative Animatable Interactive Avatars with Expression-conditioned Gaussians | | |
 | TeGA: Texture Space Gaussian Avatars for High-Resolution Dynamic Head Modeling | | |
 | MyTimeMachine: Personalized Facial Age Transformation | | |
 | InstantRestore: Single-Step Personalized Face Restoration with Shared-Image Attention | | |
 | Relightable Full-Body Gaussian Codec Avatars | | |
 | EVA: Expressive Virtual Avatars from Multi-view Videos | | |
 | Elastic Locomotion with Mixed Second-order Differentiation | | |
 | Inverse Geometric Locomotion | | |
 | Improving Global Motion Estimation in Sparse IMU-based Motion Capture with Physics | | |
 | Encoded Marker Clusters for Auto-Labeling in Optical Motion Capture | | |
 | DAMO: A Deep Solver for Arbitrary Marker Configuration in Optical Motion Capture | | |
 | HumanRAM: Feed-forward Human Reconstruction and Animation Model using Transformers | | |
 | Instant Self-Intersection Repair for 3D Meshes | | |
 | Feature-Preserving Mesh Repair via Restricted Power Diagram | | |
 | Topological Offsets | | |
 | Single Edge Collapse Quad-Dominant Mesh Reduction | | |
 | TetWeave: Isosurface Extraction using On-The-Fly Delaunay Tetrahedral Grids for Gradient-Based Mesh Optimization | | |
 | HexHex: Highspeed Extraction of Hexahedral Meshes | | |
 | Unified Pressure, Surface Tension and Friction for SPH Fluids | | |
 | A Hybrid Near-wall Model for Kinetic Simulation of Turbulent Boundary Layer Flows | | |
 | Controllable Complex Freezing Dynamics Simulation on Thin Films | | |
 | Digital Animation of Powder-Snow Avalanches | | |
 | Arenite: A Physics-based Sandstone Simulator | | |
 | CK-MPM: A Compact-Kernel Material Point Method | | |
 | VideoAnydoor: High-fidelity Video Object Insertion with Precise Motion Control | | |
 | Sketch3DVE: Sketch-based 3D-Aware Scene Video Editing | | |
 | VideoPainter: Any-length Video Inpainting and Editing with Plug-and-Play Context Control | | |
 | ColorSurge: Bringing Vibrancy and Efficiency to Automatic Video Colorization via Dual-Branch Fusion | | |
 | Controllable Tracking-Based Video Frame Interpolation | Not Livestreamed Not Recorded | |
 | Reenact Anything: Semantic Video Motion Transfer Using Motion-Textual Inversion | Not Livestreamed Not Recorded | |
 | Stressful Tree Modeling: Breaking Branches with Strands | | |
 | Hand-Shadow Poser | | |
 | Curl Quantization for Automatic Placement of Knit Singularities | | |
 | C-Tubes: Design and Optimization of Tubular Structures Composed of Developable Strips | | |
 | DeepMill: Neural Accessibility Learning for Subtractive Manufacturing | | |
 | DualMS: Implicit Dual-Channel Minimal Surface Optimization for Heat Exchanger Design | | |
 | Towards Comprehensive Neural Materials: Dynamic Structure-Preserving Synthesis with Accurate Silhouette at Instant Inference Speed | | |
 | Generative Neural Materials | | |
 | Neural BRDF Importance Sampling by Reparameterization | | |
 | RNA: Relightable Neural Assets | | |
 | Generative detail enhancement for physically based materials | | |
 | Appearance-Preserving Scene Aggregation for Level-of-Detail Rendering | | |
 | Putting Rigid Bodies to Rest | | |
 | A Versatile Quaternion-Based Constrained Rigid Body Dynamics | Not Livestreamed Not Recorded | |
 | Painless Differentiable Rotation Dynamics | | |
 | Geometric Contact Potential | | |
 | C5D: Sequential Continuous Convex Collision Detection Using Cone Casting | | |
 | Offset Geometric Contact | | |
 | Elevating 3D Models: High-Quality Texture and Geometry Refinement from a Low-Quality Model | | |
 | Texture Size Reduction Through Symmetric Overlap and Texture Carving | | |
 | AlignTex: Pixel-Precise Texture Generation from Multi-view Artwork | | |
 | The Mokume Dataset and Inverse Modeling of Solid Wood Textures | | |
 | Escher Tile Deformation via Closed-Form Solution | | |
 | Claycode: Stylable and Deformable 2D Scannable Codes | | |
 | Synchronized tracing of primitive-based implicit volumes | | |
 | PaRas: A Rasterizer for Large-Scale Parametric Surfaces | | |
 | Appearance-aware Multi-view SVBRDF Reconstruction via Deep Reinforcement Learning | | |
 | Uncertainty for SVBRDF Acquisition using Frequency Analysis | | |
 | Streaming-Aware Neural Monte Carlo Rendering Framework with Unified Denoising-Compression and Client Collaboration | | |
 | Feeling Blue or Seeing Red? Investigating the effect of light color, shadow and realism on the perception of emotion of real and virtual humans | | |
 | PrimitiveAnything: Human-Crafted 3D Primitive Assembly Generation with Auto-Regressive transformer | | |
 | Image-Space Collage and Packing with Differentiable Rendering | | |
 | BuildingBlock: A Hybrid Approach for Structured Building Generation | | |
 | StructRe: Rewriting for Structured Shape Modeling | | |
 | Interactive Optimization of Scaffolded Procedural Patterns | | |